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Messages - jfb1337
« on: April 15, 2017, 04:40:15 am »
Here is a script that should work for an arbitrary encounter level:
Repel x[Species index] ; ld e, [species index]
Awakening x[Level] ; ld c, [level]
X speed x64 ; ld b, e / ld b, b
Lemonade x201 ; call 3E38 / ret
Replacing the lemonade x201 with a lemonade x4 followed by a TM01 x[any] would also work. (x4 corresponds to inc b which basically does nothing at this point). But the lemonade is important.
« on: April 12, 2017, 12:02:12 pm »
If this is your first time using ACE, I'd recommend first try out some of the small scripts in the main thread
, such as getting any item or any pokémon, and try to understand how they work. The dissasembly
might help with understanding too.
Then you could start trying to make your own scripts, whenever you think of something that might be useful, using the Big Hex List
and ISSOtm's compiler
If you're unsure of anything, try it in an emulator first - especially for things that might have a chance to crash and corrupt the save file and/or things that take a long time to set up.
If your main goal is cartswapping, you can try a basic cartswap script at this point, that would soft reset into the swapped cart without any additional custom code.
Once you feel you have enough experience with ACE, you can start something more ambitious, like Offgao's memory editor
, which I programmed into my game using a slightly modified version of ZZAZZ's route 1 bike method
- It's a GUI memory editor.
Then, it should be possible to write a program that allows a cartswap into another game, then copy the memory editor + any other set up you want (like putting an 8F in the bag, bootstrap in your party, etc) into the save file before jumping into the initialisation routine.
In theory it should be possible to patch up the initialisation script, like ZZAZZ for super mario, and skip over the part that clears HRAM, allowing custom code to be injected into the title screen, which would also give you control over starting a new save file as well as just continuing - which would allow you to do the stuff you want such as having access to 8F and the GUI memeditor from the start.
« on: April 11, 2017, 07:48:25 am »
The required 8F bootstrap would be jp $DA80, which is H# (glitch item $C3) x128 / TM18 x any.
Or if you don't like the glitch item, it could be replaced with either TM18 or TM10, for jp c, xxxx or jp nc, xxxx respectively, one of those should work but I'm not sure which. It might be a good idea to make the any quantity x201 or put a TM01 afterwards, so if the wrong one is used then nothing happens (instead of a crash).
As for the nicknames, was there ever previous data on the cart in that box? If so then it might be left over from that, but I'm not sure.
Do the nicknames even matter? It looks like the code isn't long enough to reach them, so would it be safe for me to overwrite them with properly terminated nicknames? And would this make it safe to view the stat pages, to allow for easy comparison between console and emulator?
For Cryo's version, do the 7 pokemon in the box matter? It seems like only the ones that encode the jp instruction should do.
Also, it seems possible to avoid having to write out the tiles elsewhere in memory by replacing the GetChar function with
GetChar:which 2 bytes shorter than it is in Cryo's version (don't know about Torchicken's version), and saves 16 bytes of tile IDs.
and a, $0F
add a, $F6 ; '0'
jr nc , .digit
add a, $60 ; 'A'
ld (hl+), a
Edit: I tried this with Torchicken's version on BGB and it worked. (I also had my nicknames be blank spaces instead of 9s both when using box 1 on BGB and box 12 on VC. Don't know why)
Edit2: I think I figured out the nickname thing: From a fresh cart, SRAM will be initialised with (mostly?) 00. However, the ClearSAV function fills SRAM with FF, which corresponds to the 9 character. So if you've ever cleared the save file with the button combo that clears it, your uninitialised nicknames are all 9, otherwise they're blank spaces.
« on: April 06, 2017, 11:53:31 am »
In some instructions for pomeg corruption I see that a specific 4th move is required. What does this 4th move do, and why does it differ between regions?
« on: March 29, 2017, 01:46:19 pm »
Yes but once you have ACE then what the game does shouldn't be a limiting factor, should it? You could just enter your own loop of checking whether GB carts are inserted and reading from them if there are new ones, without returning to the game's code. Unless it runs in a separate thread that the OS won't let us kill, which is unlikely.
And yes, for TAS then reading from the controllers is the easiest way to go, but if as non TAS-ing human you want to use a large payload more than once for some reason then it would be easier to store it, especially if you have access to one of those things that allows you to read/write the save file of a GB cart from a PC, then you wouldn't have to manually enter the payload at all.
« on: March 29, 2017, 05:44:33 am »
The github says the maximum payload would be just under 128kb via 4 GB saves. But wouldn't it be possible to write a program that allows the user to keep removing GB carts to plug in new ones, and loading all the data off those? That way you could have an arbitrary large payload - limited only by the N64's RAM size.
« on: March 26, 2017, 11:36:57 am »
I was trying to build an 8F script on VC Blue, and accidentally created a glitch item (think it was 0x86). Without really thinking, I clicked on it, and my game crashed into a stripey screen. But when I restarted, the save file was gone - it didn't give any error message or anything, the continue option was just removed from the menu. As far as I'm aware, this can only happen when the player name gets corrupted in SRAM with no terminator. What happened here? Is there any point where the game opens SRAM without closing it? Or did the glitch item open SRAM by itself? This has happened to me before when I used 8F without the correct setup and must have hit an rst 38, but I've also done that before without my save file deleting.
« on: March 20, 2017, 03:12:32 pm »
Ah, thanks, I was wondering what the .sym files were for, for some reason it didn't occur to me to look inside them!
Edit: And here is said script:
Master Ball x14
Poké Ball x84
X Accuracy x134
X Accuracy x0
ld h, $5A
ld bc, $040E ; b = BANK(FontGraphics), c = 14 = how many tiles to copy
ld d, h
ld e, $80 ; de = FontGraphics
ld h, $18
ld l, $86
push hl ; hl = CopyVideoDataDouble
ld h, $90
ld l, $0 ; hl = the tiles in VRAM that come after the digits
ret ; jumps to CopyVideoDataDouble (done this way to avoid glitch items and key items that would result from directly using call or jp)
This turns the tiles beyond the numbers that glitch quantities read from into the letters A through P, so it's easier to see how many items you have / are tossing. (There will also be a bunch of letters all over the background).
The effect goes away when entering/leaving a building, entering/leaving a battle, resetting the game, or closing the PC item menu, and maybe a few other things.
Tested with English blue on BGB.
« on: March 20, 2017, 02:32:21 pm »
The ld a, [hld] / ld [hli], a part is what copies the quantity of the item to its index, allowing access to any item index; your script just sets the quantity to 0. But since both are useful behaviours, then I swap the water stones (ld a [hli]) with HP ups (inc hl) if I want to reset the item quantity without setting the index too.
Another question: Is there an easy way to find the memory locations and ROM banks that corresponds to a particular label in the disassembly? I had an idea for a script to make tossing items a bit less tedious by copying the graphics for digits or letters over the place where the game reads tiles for glitch quantities from, so it would be easier to see at a glance how many items you have / are tossing, but I'd need the locations for CopyVideoData and FontGraphics
« on: March 19, 2017, 11:50:53 am »
Thanks! I obtained an 8F on VC blue and got the setup working yesterday, just using normal encounters, in about 3.5 hours.
I made a simple script to easily obtain any item, which s very useful for building other scripts:
ldd a, (hl)which compiles to
ldd a, (hl)
ldi (hl), a
inc b ; filler
ld (hl), 1
inc b ; filler
Dire Hit x58 This sets the index of the 2nd item to its quantity (make sure 8F is the first irem obviously), and it's quantity to 0 for easy tossing to any desired quantity.
Water Stone x4
Max revive x1
TM01 x[Any qty]
This requires only items that can be bought from Celedon dept store, with no missingno duping.
Then, you can use it once to get a Max revive x0 stack, so you can get rid of the revive to compact the script slightly.
« on: March 19, 2017, 11:31:23 am »
patches the first two bytes with jp 78, and at the location it jumps to it then calls the custom code and jumps back to the rest of the OAM script. The custom code sets the a register correctly.
Anyway, this is really cool! I want to add Marill and call it Pikablu to troll my friends
« on: March 13, 2017, 05:06:26 am »
What would be the fastest/easiest way to get a working 8F setup starting from a brand new save file?
I'm guessing it would start out like the standard speedrun route (Brock thru walls to Saffron, encounter missingno via Trainer Fly with Abra, then item underflow) but then use the undereflow to obtain 8F instead... Then what would be the optimal way to get all the pokémon required for the bootstrap? Regular encounters, or trainer fly?
« on: March 13, 2017, 04:27:17 am »
I presume there's not enough space in unused event flags for this right? If not then MrCheese's virus shows that it is at least possible to fit in unused event flags a script that opens SRAM, copies some data from it, and jumps to it; would that be worth doing? Since even if you reset the save file then the memory editor should still still there, you just need to re-do the loading code.
« on: March 02, 2017, 11:54:16 am »
Wow, this finally convinced me to get red on VC.
If I manage to get this set up, I want to tell my friends that I want some version exclusives and/or trade evos, to get them to trade with me, then the next week I'd do what Shenanagans did at AGDQ and show them the Mew under the truck under the guise of a mildly interesting glitch to re-board the S.S. Anne.
« on: January 26, 2017, 02:09:10 pm »
Will an Arceus caught by this method trigger the HGSS event?